Fix Vux warp distance again. now it actually matches 3do

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@831 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
ghaushe
2003-02-26 03:45:11 +00:00
parent 8facb6dcb2
commit 80ea46fdc3
+9 -3
View File
@@ -34,8 +34,10 @@
#define SPECIAL_WAIT 7
#define SHIP_MASS 6
#define WARP_OFFSET 46 /* How far outside of laser-range ship can warp in */
#define VUX_OFFSET 12
#define LASER_RANGE DISPLAY_TO_WORLD (150 + VUX_OFFSET)
#define LASER_BASE 150
#define LASER_RANGE DISPLAY_TO_WORLD (LASER_BASE + VUX_OFFSET)
static RACE_DESC vux_desc =
{
@@ -315,8 +317,12 @@ vux_preprocess (PELEMENT ElementPtr)
do
{
#define MAXX_ENTRY_DIST (LASER_RANGE << 1)
#define MAXY_ENTRY_DIST (LASER_RANGE << 1)
// Originally, the warp distance was:
// DISPLAY_TO_WORLD (SPACE_HEIGHT << 1)
// where SPACE_HEIGHT = SCREEN_HEIGHT - (SAFE_Y * 2)
// But in reality this should be relative to the laser-range
#define MAXX_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1)
#define MAXY_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1)
SIZE dx, dy;
ElementPtr->current.location.x =